D&D Next playtest review

I’ve already reported on my first playtest session for Dungeons & Dragons “Next” (Fifth Edition). Stepping back from the Player Characters and the events within that tabletop role-playing game, here are some thoughts about the rules.

The Keep on the Borderlands
The Keep on the Borderlands and the Caves of Chaos

First, let’s take a look at the participants. Jason E.R., Bruce K., and Rich C.G., the newest members of the face-to-face, Boston-area groups, sat out the D&D Next playtest, but we had some returning and new gamers to round out our face-to-face adventuring party.

-Beruk A.: Our font of pop culture references, Beruk is one of the first gamers I met in the Boston area, and all of his characters have strong personalities and terrible luck. Since Josh had already claimed the pregenerated Half-Elf Wizard, Beruk played a human Mage.

-Brian W.: Like me, Brian is a 40-something grognard who has fond memories of games from the early 1980s. He likes lighter rules sets such as Savage Worlds more than recent editions of D&D. Brian is a proponent of Dungeon Crawl Classics, which is part of the retroclone movement and the so-called Old School Renaissance. He has been hosting our face-to-face gatherings since I moved from Needham to Waltham, Mass.

-Sara F.: Sara is the youngest person in my current groups (under 30) and an experienced role-player, with a preference for non-human characters — we “reskinned” her Halfling as an intelligent raccoon — and simpler systems such as Fantastic Adventures in Tabletop Entertainment (FATE 3e).

-Josh C.: Sara’s boyfriend is a Game Master who came of age during the 1990s, when White Wolf’s Storyteller: the World of Darkness was dominant. Josh has played and run AD&D2, D&D3.x, and Pathfinder, among other systems. His “Spelljammer: the Show Must Go On” miniseries, using FATE 3e Legends of Anglerre, is just winding down on Sunday nights.

-Thomas K.Y.: Primarily a player of video games and massively multiplayer online (MMO) games such as City of Heroes, Thomas did play D&D3.0 and D20 Mutants & Masterminds 2nd Ed. with us a few years ago.

-Kai-Yin H.: A novice to tabletop role-playing games, Thomas’ girlfriend is a good sport and has attended several genre movies with us. Of the pregenerated characters, I gave Kai-Yin the Dwarf Fighter because it was the simplest.

How did D&D Next play? As Dungeon Master, I was glad to be able to use flavor and statistics from the oD&D (BECMI), AD&D2, and D&D3.x versions of the classic Keep on the Borderlands module. I had no difficulty combining Non-Player Characters, maps and scene descriptions, or monsters from the different editions of the “Caves of Chaos.”

We used mostly pregenerated characters, with the notable exceptions of Sara’s raccoon Rogue and Beruk’s human Wizard. I didn’t make any mechanical adjustments to their statistics — we just described and role-played them differently. Since we had two Wizards and two Clerics, more example spells would have been helpful for distinguishing and developing them.

I would have liked more guidance in the playtest PDFs of how to create or customize P.C.s in the event of a larger group or to avoid duplication. If I continue this playtest with my Sunday night telecom fantasy group, we’ll have more tweaking to do.

I thought that D&D Next‘s backgrounds (similar to “aspects” in FATE) and themes (similar to combat roles in D&D4e) added a decent layer to character’s origins and abilities without too much complication. It looks like feats from D&D3.x/D20 will come in here. I wanted to see Bard, Ranger and Paladin options, whether as backgrounds/themes or as full occupational classes.

I liked using D&D5e/Next‘s ability score checks and simplified skill list, but Thomas and Josh said it would have been nice to know the math behind some of the playtest‘s precalculated bonuses.

The Player Character record sheets could have been clearer for novices like Kai-Yin, and Wizards of the Coast (WotC) could have provided more guidance for alignment/motivation. Josh noted that Pathfinder‘s alignment descriptions are particularly clear. Equipment and weapon descriptions could have been more specific or interesting for modern players unfamiliar with fantasy tropes, such as different types of armor and weapons.

Combat ran reasonably smoothly and faster in D&D Next than for any edition past AD&D1. Smaller stat blocks for opponents were definitely a plus. Hit points and damage seemed initially high — 100+ for an Owlbear — but if the advancement curve is flatter, that might be OK. Thomas mentioned that simple D20-derived rules for firing into melee/friendly fire and certain conditions would have been helpful.

We liked D&D Next‘s advantage/disadvantage method of rolling 2d20, but we didn’t care for its healing, which was almost as easy as in D&D4e. Thomas also pointed out that more of the rules should have been in natural language with more explanatory sidebars.

Admittedly, this was the first session in a while or ever for some gamers, but money, movement, and some spell descriptions caused confusion even though they were on the character sheets or in the rules packets. I agree with Josh that a one-page “cheat sheet” of rules summaries would have been helpful, and should in fact be all that’s required (with page references) for a fully playable game.

Overall, as other reviews have noted, this playtest of D&D Next feels a lot like stripped-down D&D3.x/D20, with bits from D&D4e. It ran smoothly, allowing for some player creativity and D.M. discretion, but as a mostly combat-oriented module, we haven’t gotten very far with character development or problem solving yet.

I know I’m a little late to the party with these observations, but readers and fellow role-players may find them helpful as we compare notes on the D&D Next playtest.

We’ll see whether WotC can live up to its promises for more online support, easy session prep, rules modularity, and the ability to appeal both to nostalgia and the desire for novelty among gamers of all ages. D&D5e/Next still has a ways to go before it can be more than a Hasbro brand, compete with Pathfinder and other games, and dominate our now-shrinking hobby as its predecessors did.

D&D Next playtest, Session 1

Fellow role-players, here’s part one of a report on my playtest session for Dungeons & Dragons “Next” (Fifth Edition). As I’ve mentioned previously, my regular Pathfinder: “the Vanished Landstelecom fantasy and FATE 3e “Vortex” space opera campaigns are on hiatus while we try other games for the summer.

It was nice to be back in the Game Master’s chair to run this retro/preview scenario. Brian W. hosted the group in Newton on Monday, 11 June 2012. My next post will discuss our observations about D&D5e/Next.

>>Player Characters for the “Caves of Chaos,” playtest scenario for “Dungeons & Dragons Next” (5e), June 2012:

-“Salami” [Brian W.]-male Mountain Dwarf Cleric of Moradin, god of smiths (background: Knight, theme: Guardian); Alignment: Lawful Neutral; at Experience Level 1

-“Gerald” [Beruk A.]-male Human Wizard (Sage, Magic User) and student with a mongoose familiar; Chaotic Good, Lvl. 1

-“Uldor” [Thomas K.Y.]-male Human Cleric of Pelor, sun deity (Priest, Healer); Neutral Good, Lvl. 1

-“Gug” [Kai-Yin H.]-male Hill Dwarf Fighter (Soldier, Slayer), mercenary; Chaotic Neutral, Lvl. 1

-“Kada Theron” [Sara F.]-female Raccoon-folk Rogue (as Lightfoot Halfling; Commoner, Lurker); Chaotic Good, Lvl. 1

-“Pergamoy” [Josh C.]-male High Elf Wizard (Sage, Magic User) with time to spare; Chaotic Good, Lvl. 1

The Caves of Chaos
Player map of the Caves of Chaos

Six would-be adventurers seeking fortune and glory found their way from disparate origins to a keep on the borderlands. Kendall Castle sits along a road between the human-dominated plains and a dark forest and high mountains.

A gruff Dwarf nicknamed “Salami” heads straight for the inn, where he orders an ale from barkeep Will. Wandering student Gerald browses in the market, while wily thief Kada Theron sticks to the shadows and looks for easy prey.

Blond priest Uldor pays his respects at the local chapel, and taciturn mercenary Gug notices the keep‘s stonework on his way to the tavern. Patient Pergamoy sees posters advertising “coin” in return for monster-fighting and exploration services.

Will complains to Salami that the distant king hasn’t sent reinforcements to the castle, which has resorted to hiring freelancers after some farm lads went missing. Barmaid Calista brings more food and drink for Gug and Gerald, and Pergamoy negotiates for a free night’s room and board, plus some provisions.

Uldor finds Abercrombie asleep in the dusty chapel. The older Cleric tells the newcomer that he is glad for any help and will offer blessings on any expedition. Stealthy Kada eventually follows Uldor to the inn after deciding that he’s not worth pickpocketing.

Will tells the six travelers that he is also a member of the militia and that with no men to spare, all of the castle’s regular inhabitants must keep an eye on the roads after nearby farms were attacked. Livestock was taken, and no survivors have been left to describe the humanoid raiders. Anyone who defeats the bandits can keep whatever booty they find, he says.

Dwarves Salami and Gug readily agree, especially once Will says that the attackers are likely coming from a nearby cave complex. Uldar feels obliged to protect the human peasants, since he is from a nearby village, and Kada is curious about rumors of monsters in the woods.

Wizards Gerald and Pergamoy need money to continue their arcane research, so the adventuring party agrees after some discussion to set out early the next morning. Will provides a sketchy map of the area. Uldar returns to the chapel for a quick blessing.

Kada leads the way along the rutted road, with Gug close behind. Gerald and Pergamoy are less comfortable roughing it, but Uldor and Salami note that they should be able to afford pack animals — if they survive. A few hours later, the group finds a ravine deep in the woods.

Furry Kada follows a stream to a cave mouth, one of several in the gully’s limestone walls. Gerald casts Light on his ferret’s collar so that he and Uldor can keep up with the demihumans. The spelunkers are horrified when they realize that the crunching sound underfoot isn’t from pebbles or acorns but rather bones!

A large Owlbear lumbers toward them. Uldor invokes Pelor to cast Searing Light, drawing first blood. Pergamoy recites an incantation for Ray of Frost, stopping the unnatural beast in its tracks. However, the Owlbear uses its long arms to swing at Gug, biting the Dwarf.

Salami moves up and swings his warhammer, while Kada’s first sling stones miss. Gerald also casts Ray of Frost, but Uldar’s Radiant Lance and Pergamoy’s next Rays of Frost spells miss the Owlbear, which tries to rake at Salami.

The Dwarf Cleric shouts Moradin’s name in a battle cry and again strikes the Owlbear with his warhammer. Gug coordinates with Salami, timing his great axe’s blows. Kada slings more stones at the monster and then acrobatically slides between its legs to help wounded Uldar, who leans heavily on his staff.

Gerald casts Grease on the Owlbear, which doesn’t trip but is also unable to grab anyone in a bear hug. The wise Mage steps back as Pergamoy fires Magic Missiles. Gug is caught by the Owlbear’s claws, but Uldar blasts it with another Searing Light, felling the foul beast.

The explorers quickly search the cave, claiming electrum pieces and the Owlbear’s claws and beak as trophies (mainly for the Wizards). Salami notices that a pool in one corner leads to another cavern, so he ties a rope around himself, gives the other end to his companions, and wades in.

Salami surfaces in a stench-ridden cave, and he feels something slither past his legs. He hustles to a twig-covered shore and realizes that he has found a nest with another Owlbear! The ooze in the water has eaten the Dwarf’s rope, but Salami manages to hustle back to the rest of the party before it or the second Owlbear can catch him.

The party retreats from the caves and sets up camp for the night just outside the ravine. Pergamoy wonders why Will didn’t offer tents or bedrolls as Kada builds a campfire for Salami to dry out. Gug notices movement in the brush and warns her friends.

Six small Kobolds attack. Uldor calls upon Pelor as he casts Radiant Lance, while robed Pergamoy incinerates two of the doglike reptiles — or reptile-like canids — with Burning Hands. Salami, who hates all Goblinoids, smites another Kobold.

The three remaining creatures try to flee, but Kada drops one with a well-aimed sling stone. Gerald’s Ray of Frost takes care of another Kobold, but Gug misses wildly with his crossbow. Salami interrogates the last Kobold, who mentions that there is an Orc chieftan in the Caves of Chaos.

Gug dispatches the Kobold (demihumans and humanoids tend not to expect or grant quarter). Pergamoy asks whether the Owlbear nest is somehow connected to the humanoid tribes, but Uldor thinks that it is unlikely. Gerald recommends caution before returning to the caves, and Kada asks Salami to help keep watch while the injured attend to their wounds….

I hope that everyone who participated in this playtest enjoyed it, and I look forward to discussing and posting more feedback regarding the D&D Next rules. Depending on scheduling, we may continue with this scenario and these characters, either face to face or online. Don’t forget Free RPG Day, and take it easy, -Gene

Prometheus review

On Tuesday, 12 June 2012, I met fellow role-player Josh C. for dinner at Bombay Mahal on Moody Street in Waltham, Massachusetts. We then joined Thomas K.Y. & Kai-Yin H. at the Landmark Embassy Cinema for Prometheus. We enjoyed Ridley Scott’s prequel to the Alien franchise, despite the movie’s flaws.

The Prometheus
The Prometheus

Like its predecessors, Prometheus follows a ragtag group of humans on an interstellar vessel as they encounter murderous, parasitic aliens, or xenomorphs. (That’s shouldn’t come as a “spoiler” to anyone after 1979.) This time, Scott adds ruminations on the origins of humanity, religion, and more explicit parental conflict.

Prometheus is one of the most polished science fiction movies of the past few years, with believable late-21st century hardware and vehicles, majestic landscapes, and aliens and environments still inspired by H.R. Giger’s designs. Matte paintings, computer-generated images, practical props and miniatures, and costumes flowed (or, in some cases, oozed or slithered) seamlessly.

The casting and acting of Prometheus is also up to the standard set by the early entries in this series. Noomi Rapace (The Girl With the Dragon Tattoo, Sherlock Holmes: A Game of Shadows) is archaeologist Elizabeth Shaw, who follows ancient images to a distant and dangerous world. Bloodied and running around in her underwear in some scenes, she’s idealistic and tough much like Sigourney Weaver’s Ripley.

Idris Elba (The Wire, Thor) is Janek, the no-nonsense captain of the Prometheus, and Charlize Theron (Aeon Flux, Snow White and the Huntsman) is the icy Meredith Vickers, leader of the ill-fated Weyland prospecting expedition.

Michael Fassbender (Inglorious Basterds) gets many good scenes as ambiguous android David, following in the steps of Ian Holm and Lance Henrickson. Guy Pierce (The Time Machine) is nearly unrecognizable as Peter Weyland, aged co-founder of the Weyland megacorporation. None of the characters is as charismatic or sympathetic as Ripley.

Ridley Scott’s direction and the scale harken back to stately space opera epics like Dune, with a slow start and a symphonic soundtrack. The latter half of the movie is more of an action/horror flick, with some predictably stupid moves by members of Prometheus‘ crew, such as removing helmets before fully testing for toxins and biohazards.

Other than the aforementioned parental issues involving Shaw, David, and Vickers, the script and plot for Prometheus are serviceable but a bit predictable. The trailers for the movie gave away the result of some of the film’s battles. In the original Alien, a new type of body horror overwhelmed any need for suspension of disbelief, and in James Cameron’s Aliens, the Marines’ (futile) flight for survival kept viewers’ pulses racing. The second movie is my favorite.

The draw of later Alien movies, including crossovers with Predator, was to see which characters would die first and how. Prometheus only flirts with this schadenfreude, trying to juggle the big ideas of 2001: A Space Odyssey, the action/horror DNA of its predecessors, and post-Avatar expectations for “eye candy.” Its ending (avoiding “spoilers“) is more a pyrrhic victory than a triumph of human/android will or just another massacre of/by xenomorphs.

I’d give Prometheus, which is rated R for violence and language, 7 out of 10, a solid B, or three stars out of five. Prometheus is more mature speculative fiction than the underrated John Carter, but I’m not sure if it was more entertaining or if I’d care to see it again. Fans of the Alien franchise will want to see Prometheus on the big screen, even if lowbrow CGI comedy Madagascar beat it at the box office.

“Glassworks” Update 2: Devil in the details

Fellow role-players, here are Jason‘s and my notes for Session 2 of our superhero game, which Rich C.G. hosted at his apartment in Waltham, Mass., on Monday, 4 June 2012:

>>Player Character roster for Jason E.R.‘s “Glassworks” Bronze Age/noir superhero scenario, using the “Marvel Heroic Roleplaying” game (based on Margaret Weis Productions Ltd.’s “Cortex” system, originally using DarkPages), as of spring 2012:

-“Kyle Martins/The Cloaked Quarrel” [Gene D.]-male human college student and legacy crime fighter with mystical crossbows

-“Rain Tomotowa/Thunderbird” [Sara F.]-female Native American metahuman park ranger, able to change into an eagle

-“Matthew Shanks/Merlin” [Josh C.]-male incubus sorcerer and occultist with an ancient family legacy

-“Tim Gray/DarkStorm” [Bruce K.]-female metahuman super soldier, experimented upon by the government, amnesiac weapons designer for Oryx Industries, and dark vigilante

-“Summer Winters/Santanica Pandemonium” [Rich C.G.]-female human nurse and mother/demon with flame powers, unaware of dual nature

-“Eli Wasserman/the Amazing Mr. Fantastic” [Brian W./absent]-male metahuman with shadow manipulation, retired superhero and private investigator

-[Beruk A.]-male metahuman with the ability to temporarily imbue machines with personalities

Gotham City Cataclysm
Hamilton in flames

>>Sometime after Santanica Pandemonium encountered snaky sorceress Erichtho at the Ramseir Museum of Natural History, nurse Summer Winters sends an e-mail to her ex-husband, Bobby Galati. Their son Timmy has been asking about his father. Summer then goes to a local library to do some research into a dagger that was stolen from the museum, according to news reports. She isn’t sure why she is curious about this item.

The schizophrenic woman goes to the museum, not realizing that her demonic alter ego already visited it. Summer finds only the gift shop open, and she buys a book cataloging a collection of Asian artifacts including the jade dagger. A picture shows a makara (sea dragon) design in the hilt. Summer studies late into the night….

Meanwhile, three other metahumans have met and captured arsonist “Devil Doll.” DarkStorm drives Thunderbird, Merlin, and their prisoner to the “Little Baghdad” neighborhood of Kingsgate, a section of Hamilton, Delaware. They go to the stately manor of the White Magus.

A strange manservant greets the motley group, and they take the restrained Devil Doll to a sitting room. DarkStorm removes the woman’s mask and sees burn scars and that she is mute. Devil Doll seems to recognize her host, and after she is magically bound and given some writing implements, she identifies herself as Eva Ball, the former partner of the White Magus thought killed in a fire! Merlin divines that she escaped from a hospital-like institution….

Still excited after his first brushes with the superhero community, the Cloaked Quarrel leaves the private detective office of Eli Wasserman in Germantown and returns to the apartment of Boyd Burch at 54 Tenant Street in Kingsgate.

The Russian mobsters whom “The Amazing Mr. Fantastic” had met are gone, and a hopscotch board with odd symbols has been drawn on the sidewalk in front of Burch’s building. The Cloaked Quarrel quickly copies them into his notebook before going in to look for clues to the missing chemist.

Burch’s apartment has been thoroughly ransacked, but the Cloaked Quarrel does pick up some keys and pictures of Burch with his wife and a fellow CalTech grad. A sound in the bathroom brings the Cloaked Quarrel face to face with the Red Right Hand, a violent vigilante.

Kyle eagerly shares what he and Eli have found so far, and “Mr. Hand” gives him a manila envelope with more files and a burner phone in return. The Red Right Hand tells the Cloaked Quarrel that he believes the Russian mobsters were actually trying to protect Burch, possibly from the Galati crime family, because of his gambling debts and connections to tobacco firm D.J. Sharrif….

The next morning, Nurse Winters returns to All Saints Hospital. She confronts Dr. Ben Nitten, who had lured her into an examining room. Not knowing that she had transformed into Santanica Pandemonium, Summer isn’t sure how she got from there to waking up naked in an alley sometime later.

Nitten responds cryptically, gesticulating wildly. He denies any wrongdoing and takes Summer to the security office, where they find Wally, the janitor who had helped her the other day. The nurse’s vision blurs, and Wally somehow becomes guard Billy, and they review fragmentary camera footage.

Summer also glimpses Dr. Nitten flickering back and forth with a dark-haired peasant. She gets sleepy and is surprised to find herself back at home, with her alarm clock ringing for her next shift at the hospital….

White Magus isn’t sure what to do about pyromaniac Devil Doll, especially if she’s his former partner, but Merlin asks her to show him where she escaped from. DarkStorm drives the team back to the not-so-abandoned warehouses at 315 Mycroft Ave. in Fairmont. They find only police tape at the scene of the murder of Albert Boyle, a former colleague of Tim Gray.

On the way back to the White Magus, the would-be heroes learn of another arson. The leader of the mystical Conclave says it’s not one of his properties, and he reluctantly agrees that they should go investigate the blaze at 26 Orissa Street.

As firefighters get the flames under control, Merlin collects ash and scrys upon a woman wearing a mask and cloth wrappings similar to Devil Doll. She is headed northwest. Merlin douses a necklace with a potion of stealth and gives it to DarkStorm.

Thunderbird flies to the roof and is shocked to notice a pattern of holes from vertical fires in a row of buildings leading to the Glassworks section, home of the Hamilton Harriers [see “DarkPages” one-shot]. Since Merlin’s spell tracking “Devil Doll 2” is still active, DarkStorm decides to follow that lead first.

The Cloaked Quarrel reviews the files he got from the Red Right Hand and is waiting to share with The Amazing Mr. Fantastic. Boyd Burch’s wife Mora died about five years ago in an industrial accident. Kyle recognizes her as the glass woman he found while foiling costumed villain Palmetto’s heist of a Mancari Security Co. armored car.

The other man in the photos from Burch’s apartment is Albert Boyle, a biologist at Oryx Industries, which supports D.J. Sharrif’s plan to take over the Annex. The Cloaked Quarrel sets out for the suburb of Blackbird to check on Boyle….

Outside All Saints Hospital, Summer meets ex-husband Bobby Galati. Dr. Nitten appears and encourages their argument. An orderly tries to interpose, and Santanica Pandemonium emerges and rips out his heart!

Horrified, Galati tries to run to his limousine, but Santanica blows it up. He admits that he stashed a jade dagger stolen from the museum in the car, and the succubus retrieves it and flies away….

On the way to Boyle’s house, Kyle is sitting in a city bus when he recognizes DarkStorm behind the wheel of his car (with Merlin, as well as Thunderbird overhead). The superhero fan jumps out, and once he learns that they’re also investigating the arsons, asks to join the case.

Merlin is frustrated when he realizes that he had been magically tracking a dagger that the Cloaked Quarrel got from the first Devil Doll rather than the second arsonist. DarkStorm notes that Boyle is already dead and agrees with the Cloaked Quarrel that their leads are connected.

Another fire erupts, and DarkStorm drives his new acquaintances to it. Rain transforms back into avian form and brings the Cloaked Quarrel to the roof, where he confronts Devil Doll 2. Merlin engages Santanica Pandemonium, who is curious about the inferno.

The Cloaked Quarrel fires bolts from his mystical crossbows, but Devil Doll 2 knocks them away and hurls a knife in return. DarkStorm stashes his vehicle a few blocks away and begins climbing the ornamented exterior of the old theater to get to the roof.

Thunderbird creates a thunderclap with her large wings, briefly weakening the fire. However, Santanica whips up the flames between the Cloaked Quarrel and Devil Doll 2, provoking an attempt by Merlin to banish her with a silver crucifix. The wizard is unsuccessful, and they begin trading verbal barbs.

The second Devil Doll is entagled by a second volley from the Cloaked Quarrel, and DarkStorm unmasks the arsonist. Tim is upset when he recognizes her as Maggie Orex, his former girlfriend thought killed five years ago in a mugging! Her face is bruised, and like Eva Ball, she is apparently mute.

After a few minutes of sparring, Merlin and Santanica stand down at the request of the other crime fighters. The Cloaked Quarrel gets the demoness to go to Evergreen Park to talk. Thunderbird later translates the hopscotch characters as a mix of a nursery rhyme (“Little Jack Horner”) and primal runes.

DarkStorm drives Maggie to Rain’s grandmother, the shaman “Kittaguka,” for treatment of her physical and mental injuries. At Evergreen Park, the team reconvenes to finally compare notes, but Merlin and Santanica Pandemonium continue haggling over the jade dagger.

Arcanists Merlin, Thunderbird, and Santanica wonder about the connection between the Cloaked Quarrel’s ancient crossbows, the “jade warrior’s panoply,” and the dagger that Erichtho of the Coven stole from the museum and that Bobby Galati had.

What’s the significance of the fires leading to Glassworks, and where is the “cintamanni” (dragon pearl or Philosopher’s Stone) that various mystics are hunting? Merlin and Thunderbird had promised the Conclave that they’d search the South Market.

DarkStorm, the Cloaked Quarrel, and [presumably] The Amazing Mr. Fantastic want to investigate the connections between the murder of Orex biologist Albert Boyle, the disappearance of D.J. Sharrif chemist Boyd Birch, and the attempted theft of the glass corpse of Mora Burch.

The Cloaked Quarrel takes DarkStorm to the armored car. They agree that the mix of magic, science, corporate espionage, and organized crime is confusing. A burned-out house bears further examination, and DarkStorm also still wants to find the warehouse in Fairmont.

Further complicating matters is Santanica Pandemonium’s dual nature [and Dr. Nitten]. Summer calls Tim from All Saints Hospital, and when he and Matthew explain what has happened, she begins to remember her activities both as a nurse and a demon.

In the meantime, DarkStorm and Thunderbird decide to go with Santanica/Summer to find her son Timmy. The Cloaked Quarrel and Merlin head to the White Magus to report on their findings and check in on the Devil Dolls. Kyle [+6 x.p. total] also hopes to talk again with Eli and the enigmatic Red Right Hand….

Thanks again, Rich, for hosting Jason’s game! I look forward to tonight’s playtest of Dungeons & Dragons Next (5th Ed.) at Brian’s place. Rich will host and run the Pathfinder: “Way of the Wicked” evil module on Monday, June 18, followed by Jason’s “Glassworks” on June 25.

See also the Yahoo/eGroups message board for our discussions regarding upcoming games, including the Sunday night telecom group‘s return to my “Vanished Lands” fantasy setting after Josh’s FATE 3e “Spelljammer” miniseries. Take it easy, -Gene

R.I.P., Ray Bradbury

Ray Bradbury, one of my favorite science fiction and fantasy authors, has died. Along with Isaac Asimov, Arthur C. Clarke, and Robert A. Heinlein, he enlightened and entertained me in my youth.

SF author Ray Bradbury
Late author Ray Bradbury

More poetic than many of his Golden Age peers, Bradbury‘s many stories featured a mix of speculation, wonder, and hope for humanity. Here are some of my favorites of Bradbury‘s tales:

The Illustrated Man is an intoxicating collection of surreal tales, both clever and introspective. I Sing the Body Electric (and I now have the Rush song in my head) is a robot story the equal of most of Asimov’s.

Bradbury‘s Something Wicked This Way Comes was the first time I became aware of the potential for horror in Americana, with its sinister carnival. Even memories of the Disney adaptation, starring Jonathan Pryce, send shivers up my spine. Stephen King and HBO’s Carnivale would later develop that theme.

In The Martian Chronicles, Bradbury depicts a planet that’s not as exotic as Edgar Rice Burroughs’ Barsoom or as desolate as the world we know today. Instead, it’s a dusty frontier, with whispered memories of its original inhabitants and lonely explorers and homesteaders.

Fahrenheit 451 is a political “What if?” on par with 1984 or Brave New World as a cautionary tale and source of controversy. In the “real world,” paper books are threatened by electronic media, which are just as prone, of not more so, to censorship and invasions of privacy. Bradbury will be missed, but his works live on.